using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
public class MapData
{
    public string level;
    public List<int> mapList;

    public MapData(string level, List<int> mapList)
    {
        this.level = level;
        this.mapList = mapList;
    }
}

public class GameManager : Singleton<GameManager>
{
    [SerializeField] private int maxLevel;

    private int level;

    protected override void Awake()
    {
        base.Awake();
    }

    public int GetCurrLevel()
    {
        return level;
    }

    public int NextLevel()
    {
        level++;
        return GetCurrLevel();
    }

    private void Start() {
        Time.timeScale = 1f;
    }

    private void Update() {
        if(Input.GetKeyDown(KeyCode.Escape))
        {
            EventHandler.Dispatch(Events.CallPauseMenu);
        }

        if(Input.GetKeyDown(KeyCode.P))
        {
            BrickManager.Instance.Bug();
        }
    }
}
